SC Evo Complete Extension 0.26 patch notes

SC Evo Complete Extension 0.26 patch notes

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Evo Complete Extension Release 0.26

Hey everyone! we’ve prepared a new balance patch for Evo addressing some issues that have been reported by our advisors as well as well as from watching streamers and youtube videos, we thank you for your patience while we are still dealing with balance concerns with the only hope that we will continue to do better with time.

Without further ado here are the patch notes, we’ve made some major balance changes as well as added several StarCraft 1 Mechanics that could result in a buff/nerf to some units, also in this update we’ve enhanced several game assets.


  • Added Hover attribute to High Templars, Reaper, Sentry and Disruptor

We’ve added the Hover attribute to these units to mix the Spider Mine mechanics with some of the sc2 units. Units with the Hover attribute can walk over mines without triggering them

Hovering Units being ignored by Spider Mines

  • Adjusted the stats of static defenses such as the Missile Turret, Sunken Colony, Photon Cannon, etc

We’ve buffed the static defenses of all races to be more competitive with Starcraft 2 as they were previously much weaker and less effective at nearly the same cost


  • Factory mineral cost 200 -> 150
  • Increased Marine range research time 60 -> 94
  • Reduced Medic Restoration research time 90 -> 75 & cost 100/100 -> 50/50
  • Increased Missile Turret explosive damage 20 -> 25
  • Increased Ghost Lockdown range 9 -> 10
  • Increased Goliath life 125 -> 150

This Goliath change should allow them to survive at least two Liberator attacks, this is in line with StarCraft 2 balance for Mech types

Zealot

  • Increased Zealot Leg Enhancments speed multipler 1.5 -> 1.6
  • Corrected the Zealot Changeling not using the same Shield amount

  • Photon Cannon weapon speed and life matched to sc2 photon cannon
  • Cybernetics core mineral cost 200 -> 150
  • Robotics Facility mineral cost 200 -> 150
  • Observatory cost 50/100 -> 100/50
  • Observatory build time 20 -> 28
  • High Templar build time 55 -> 45
  • Dark Templar build time 50 -> 45
  • Shuttle increase life 80 -> 100 & Shields 60 -> 70
  • Arbiter Vespene cost 350 -> 300
  • Arbiter Recall energy cost 150 -> 125

Lurker

  • Reduced Burrowing time from 2.5 -> 2.0
  • Increased weapon range from 7 -> 8
  • Weapon added +5 damage to light

These changes to the Lurker bring them up with the buffs to the other races, as they were previously underperforming due to a smaller range, damage and burrowing times. The weapon change allows Lurkers to kill Starcraft 1 Marines in two attacks and the Burrow time remains slower than a Starcraft 2 Lurker with the Adaptive Talons upgrade.

Queen

  • Temporarily disabled sc2 Command Centers being able to be targeted by Queens Infest ability

While we have no concrete news on what sc2 Command Centers will be able to do while infested we are working on a new feature to replace it.

  • Spawn Broodling can now target massive targets
  • Spawn Broodling can now only target non-robotic mechanical or biological targets
  • Spawn Broodling now Deals 300 + 100 vs biological instead of instantly killing the target
  • Spawn Broodling will fail if target goes into stasis
  • Disruptor, Colossus, Sentry, Reaver, Probes & Widow Mine now have robotic attribute
  • Increase Spawn Broodling launch volume

This damage change keeps the original Starcraft 1 interactions intact, (with the exception of defensive matrix) while targets like Thor and SC2 Ultralisk now require two casts to be killed by Queens.

Defiler

  • Defiler Dark Swarm energy cost 75 -> 100
  • Most fire type weapons now deal damage in Dark Swarm, this now includes Colossus and Hellion

Spore Colony

  • Spore Colony damage increased 15 -> 25
  • Spore Colony weapon range increased 7 -> 8

The Spore Colony’s weapon has been adjusted based on it’s cost (175 minerals total)

  • Fixed Spore Colony using incorrect morph time 19 -> to 15
  • Fixed Sunken Colony using incorrect morph time 19 -> to 35

Morph times match SC2 drone equivalents when creep colony build time is included

  • Increased Larva spawn delay from 12 -> 13

We’re continuing to adjust the Larva spawn times as we make additional adjustments to the Zerg race


Carrier

  • Implemented SC1 Carrier inteceptor behaviours quirks (Thanks to m0ebiuz!)
  • Interceptors can only enter Carrier while it is stationary
  • Interceptors will now retreat to the carrier if they are at 0 shields
  • Interceptors will now repair their shields and life when inside the carrier
  • Interceptors can only exit the carrier when life is above 20

The shield regen rate is comparable to shield battery instead of instant heal as it used to be in StarCraft 1. Special checks have been done to allow them to exit the carrier while affected by plague

  • The area which Interceptors circle around target has been increased
  • Interceptor weapon speed reduced 1.554 -> 1.875
  • Interceptors launch delay from Carrier increased from 0.5 -> 0.625
  • Fixed SC1 Interceptor weapon incorrectly displaying 2 attacks in it’s weapon
  • Raven Interference Matrix now disables Carrier weapon correctly

New Carrier and Interceptor Attack patterns

Ghost

  • New Ghost model for SC1 ghost
  • Hold Fire and Weapons Free buttons can now be mapped to same hotkey

Nexus

  • Updated Nexus Textures
  • New Nexus Placement Model
  • New Nexus WarpIn Model
  • Updated Nexus Animations
  • Updated Nexus Death Model

Valkyrie

  • Doubled the range Valkyries keep firing at their target before chasing

Valkyrie Attacks are now more similar to StarCraft 1

Arbiter

  • Arbiter Stasis field can now target Disruptor orbs again
  • Liberators affected by Stasis Field now disable their targetting field
  • Fixed issue where Recall required the Arbiter to be on pathable ground when targeting ground units

Vulture & Spider Mine

  • Spider Mine now visually tilts on uneven ground
  • Increased volume of Spider Mine Burrow and Chase sounds
  • Increased Spider Mine model visual scale by 15%
  • Spider Mine now has correct initial burrow delay when placed
  • Spider Mine can now target undetected burrowed targets same as cloaked units

Spider Mine Attacking Burrowed Moving Units

  • Spider Mine can’t target enemy spider mines (they still deal damage to own and other spider mines if exploding near them)
  • Reduced the time spider mine re-burrows after unburrowing
  • Spider Mine placement range reduced from 0.6 -> 0.5
  • Spider Mine now takes priority over other units when targeting units in the same location
  • Spider Mine now have same attack target priority as other units
  • Vulture now has short delay before placing mines, plays an “animation” after it has been placed.\

This is mimicing the vulture behavior in sc1 and should prevent usage of the spider mine in fights without penalty

Vultures placing down Spider Mines now have a short cast “Animation” after one is used

Irradiate

  • Science Vessel can’t target itself with irradiate anymore
  • AI players will now try to avoid irradiated targets
  • Armored Eggs, Cocoons and Larva are now immune to irradiate
  • Irradiate now transfers from larva eggs to their produced unit
  • Increased the visual size to match it’s search area more closely
  • Irradiate search area can’t target burrowed units anymore
  • If the irradiate target is burrowed, it only hits the targeted unit
  • Irradiate visual will now adjust when target is burrowed

Irradiate effects on a Burrowed Unit

Ensnare

  • Ensnare now has new enhanced visual
  • Ensnare targets accelerate -25% slower
  • Ensnare visual now matches it’s radius
  • Ensnare can no longer target burrowed targets

New Ensnare Effects

  • Changed Shuttle Hotkey from A -> S
  • Fixed Goliath air weapon using incorrect weapon speed (1.5 -> 1.375)
  • SC1 Stargate now plays the sc2 stargate ‘What’ Sound instead of no sound
  • Added scan attack move for flying buildings
  • Fixed Broodling using wrong fire death model
  • Added new UI asset for sc1 terran defeat screen
  • Updated Observatory texture
  • Fixed Lurker attack sounds being able to be heard in fog of war
  • Wraith and Scout air weapons now takes priority when attacking targets like Colossus
  • Viper’s Abduct can no longer be used on Larva
  • Adjusted the Interactions of Spider Mines and Abduct
  • Adjusted the visuals of SC2 Unit Hallucinations created by BW Templars
  • Updated Sunken & Spore Colony morphing visuals

Observer Mod

  • Fixed Observer mod applying skins to sc2 races
  • Fixed sc1 races missing icons for some Observer UI’s
  • Fixed an issue with the Battle Report panel on games of more than 2 players

Crossover

  • Fixed erronous research times for ghost lockdown
  • Fixed wrong vespene cost for Observer Sight
  • Resonating Matrix no longer increases max queue size
  • Corrected spider mine damage
  • SC1 Stimpack duration reduced by 30%
  • Fixed stinger using incorrect static portrait

Credits: m0ebiuz for Sc1 Carrier behaviour quirks data

Featured image by: TOP

Ghost model by HammerTheTank107